Active frames are the total value of the valid frames.
Normal Moves | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Standing LP L |
4 | 3 | 7 | 4 | 2 | 4 | 2 | SCAV | 3030 | 7070 | 0 / 20 | High | |||
Standing MP M |
6 | 2 | 12 | 5 | 2 | 10 | 7 | SCAV | 6060 | 100100 | 0 / 30 | High | |||
Standing HP H |
9 | 4 | 22 | -1 | -3 | 16 | 14 | SCAV | 9090 | 150150 | 0 / 50 | High | 1F will not hit grounded opponents | ||
Standing LK L |
5 | 3 | 8 | 2 | -1 | 5 | 2 | SCAV | 4040 | 7070 | 0 / 20 | High | |||
Standing MK M |
8 | 3 | 15 | 2 | -2 | 9 | 5 | V | 7070 | 100100 | 0 / 30 | High | |||
Standing HK H |
17 | 3 | 25 | 1 | -4 | 22 | 17 | V | 100100 | 150150 | 0 / 50 | High |
Triggers Crush Counter (crumple) |
||
Crouching LP (WHILE CROUCHING)L |
4 | 2 | 7 | 4 | 2 | 4 | 2 | SCAV | 3030 | 7070 | 0 / 20 | High | |||
Crouching MP (WHILE CROUCHING)M |
8 | 2 | 17 | 2 | -1 | 13 | 10 | V | 6060 | 100100 | 0 / 30 | High | |||
Crouching HP (WHILE CROUCHING)H |
10 | 6 | 23 | D | -8 | D | 10/13 | V | 9090 * |
150150 * |
0 / 50 | High | Diagonal input changes the forward movement distance | ||
Crouching LK (WHILE CROUCHING)L |
4 | 3 | 6 | 4 | 0 | 4 | 0 | V | 2020 | 7070 | 0 / 20 | Low | |||
Crouching MK (WHILE CROUCHING)M |
9 | 2 | 18 | 0 | -3 | 9 | 6 | V | 6060 | 100100 | 0 / 30 | Low | |||
Crouching HK (WHILE CROUCHING)H |
11 | 2 | 24 | D | -12 | D | 4 | V | 100100 | 150150 | 0 / 50 | Low |
Triggers Crush Counter (D) |
||
Jumping LP (DURING JUMP)L |
4 | 5 | 4040 | 7070 | 0 / 20 | Mid | |||||||||
Jumping MP (DURING JUMP)M |
5 | 7 | 7070 | 100100 | 0 / 30 | Mid | |||||||||
Jumping HP (DURING JUMP)H |
8 | 3 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Jumping LK (DURING JUMP)L |
4 | 5 | 4040 | 7070 | 0 / 20 | Mid |
Can cross-up |
||||||||
Jumping MK (DURING JUMP)M |
6 | 6 | 7070 | 100100 | 0 / 30 | Mid | |||||||||
Jumping HK (DURING JUMP)H |
9 | 5 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Unique Attacks | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Flying Cross Chop (DURING FORWARD JUMP)+H |
14 | 16 | 15 frames after hit landing 35 frames after block or miss landing | 8 | 9090 | 150150 | 0 / 50 | Mid | |||||||
Chop +M |
22 | 2 | 18 | 1 | -8 | 6060 | 100100 | 0 / 30 | Mid | ||||||
Lariat +H |
11 | 4 | 16 | 7 | 3 | 18 | 15 | SCAV | 8080 | 150150 | 0 / 50 | High |
Triggers Crush Counter (+15F) Forces stand |
||
Normal Throws | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Face-Crush Chop (CLOSE TO OPPONENT)OR+L L |
5 | 3 | 17 | 120120 | 120120 | 0 / 70 | Throw | ||||||||
Leg Tomahawk (CLOSE TO OPPONENT)+L L |
5 | 3 | 17 | 160160 | 200200 | 0 / 100 | Throw | ||||||||
V-System | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Overhaul M M |
52 total frames | V-Gauge 30 / 0 |
Physical attacks gain Hard Hit property +5F advantage on Hard Hit, +3F advantage for Crush Counter moves |
||||||||||||
Rage Boost H H |
1 | 5 | V-Gauge -600 / 0 |
V-Gauge Timer + 2000F Gains the special moves Flying DDT and Choke Sleeper while active |
|||||||||||
Big Boot (DURING GUARD)+LMH |
17 | 2 | 23 | D | -2 | 6060 | 00 | V-Gauge -300 / 0 | High |
1F - 30F attack & projectile invincibility Recover 200 stun upon activation |
|||||
Special Moves | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
L Flash Chop +L |
12 | 3 | 20 | 2 | -4 | CA | 7070 | 150150 | 10 / 30 | High | ○ | ||||
M Flash Chop +M |
18 | 3 | 19 | 3 | -4 | CA | 8080 | 150150 | 10 / 30 | High | ○ | ||||
H Flash Chop +H |
25 | 3 | 21 | 2 | -4 | CA | 100100 | 150150 | 10 / 30 | High | ○ | ||||
EX Flash Chop + |
11 | 5 | 19 | D | -2 | VS | 140140 * |
200200 * |
-300 / 0 | High | ○ | ||||
L Slash Elbow +L |
16 | 5 | 22 | 3 | -2 | S*CA | 8080 | 200200 | 10 / 30 | High | S*Can only be canceled into Flying DDT | ||||
M Slash Elbow +M |
19 | 5 | 22 | D | -6 | CA | 9090 | 200200 | 10 / 30 | High | |||||
H Slash Elbow +H |
24 | 5 | 19 | D | -7 | CA | 100100 | 150150 | 10 / 30 | High | |||||
EX Slash Elbow + |
14 | 3 | 29 | D | -17 | S*VS | 150150 * |
200200 * |
-300 / 0 | High |
First hit only forces stand Startup frames for when in close contact Armor from 3F until attack startup S*First hit can only be canceled into Flying DDT |
||||
L Air Knee Smash +L |
6 | 8 | 21+17 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 5F - |
Will not hit grounded opponents |
|||||
M Air Knee Smash +M |
9 | 10 | 19+23 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 8F - |
Will not hit grounded opponents |
|||||
H Air Knee Smash +H |
11 | 10 | 19+25 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 10F - |
Will not hit grounded opponents |
|||||
EX Air Knee Smash + |
6 | 8 | 21+27 frame(s) after landing | D | 140140 * |
200200 | -300 / 0 | High | 5F - |
Will not hit crouching opponents 5F - 13F projectile invincibility 5F - 13F invincible to mid-air attacks |
|||||
L Air Stampede +L |
27 | 3 | 17 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 10F - | |||||
M Air Stampede +M |
30 | 3 | 21 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 13F - | |||||
H Air Stampede +H |
33 | 3 | 22 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 16F - | |||||
EX Air Stampede + |
29 | 3 | 18 | D | 2 | VS | 140140 | 200200 | -300 / 0 | Mid | 14F - |
1F - 30F projectile invincibility Movement distance can be controlled with left/right directional input |
|||
L Head Crush +L |
36 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 7F - | Forward movement distance can be controlled with directional input | |||||
M Head Crush +M |
40 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 12F - | Forward movement distance can be controlled with directional input | |||||
H Head Crush +H |
44 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 15F - | Forward movement distance can be controlled with directional input | |||||
EX Head Crush + |
30 | 2 | 50 | 4 | 180180 | 300300 | -300 / 0 | Throw | 5F - |
1F - 4F throw invincibility Forward movement distance can be controlled with directional input |
|||||
L Power Bomb +L |
6 | 2 | 60 | D | 170170 | 200200 | 20 / 80 | Throw | |||||||
M Power Bomb +M |
6 | 2 | 60 | D | 180180 | 230230 | 20 / 80 | Throw | |||||||
H Power Bomb +H |
6 | 2 | 60 | D | 190190 | 250250 | 20 / 80 | Throw | |||||||
EX Power Bomb + |
5 | 2 | 60 | D | 230230 | 250250 | -300 / 0 | Throw | |||||||
Power Drop (ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+ |
5 | 2 | 52 | D | 140140 | 250250 | 20 / 80 | Throw | |||||||
EX Power Drop (ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+ |
5 | 2 | 52 | D | 200200 * |
300300 * |
-300 / 0 | Throw | |||||||
VFlyng DDT (DURING V-TRIGGER II)H H |
22 | 3 | 41 | 180180 | 220220 | 0 / 80 | Throw | 10F - |
Uses 500F V-Gauge Timer Will not hit crouching opponents Will not hit airborne opponents Uses 500F V-Timer upon successful hit Can be canceled into from regular moves and Lariat |
||||||
VChoke Sleeper (DURING V-TRIGGER II)(DURING FLASH CHOP)H H |
5 | 2 | 51 | 120120 | 120120 | 0 / 70 | Throw |
Uses 1000F V-Gauge Timer Can be performed from every version of Flash Chop |
|||||||
Critical Art | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Heavy Hammer + |
1+4 | 2 | D | 340340 | 00 | -900 / 0 | High | ○ |
1F - 6F full invincibility |
||||||
Heavy Hammer (1st Hit Blocked or Miss) + |
5 | 46 | D | -25 | 230230 * |
00 | -900 / 0 | High | ○ |
Active frames are the total value of the valid frames.
Normal Moves | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Standing LP L |
4 | 3 | 7 | 4 | 2 | 4 | 2 | SCAV | 3030 | 7070 | 0 / 20 | High | |||
Standing MP M |
6 | 2 | 12 | 5 | 2 | 10 | 7 | SCAV | 6060 | 100100 | 0 / 30 | High | |||
Standing HP H |
9 | 4 | 22 | -1 | -3 | 16 | 14 | SCAV | 9090 | 150150 | 0 / 50 | High | 1F will not hit grounded opponents | ||
Standing LK L |
5 | 3 | 8 | 2 | -1 | 5 | 2 | SCAV | 4040 | 7070 | 0 / 20 | High | |||
Standing MK M |
8 | 3 | 15 | 2 | -2 | 9 | 5 | V | 7070 | 100100 | 0 / 30 | High | |||
Standing HK H |
17 | 3 | 25 | 1 | -4 | 22 | 17 | V | 100100 | 150150 | 0 / 50 | High |
Triggers Crush Counter (crumple) |
||
Crouching LP (WHILE CROUCHING)L |
4 | 2 | 7 | 4 | 2 | 4 | 2 | SCAV | 3030 | 7070 | 0 / 20 | High | |||
Crouching MP (WHILE CROUCHING)M |
8 | 2 | 17 | 2 | -1 | 13 | 10 | V | 6060 | 100100 | 0 / 30 | High | |||
Crouching HP (WHILE CROUCHING)H |
10 | 6 | 23 | D | -8 | D | 10/13 | V | 9090 * |
150150 * |
0 / 50 | High | Diagonal input changes the forward movement distance | ||
Crouching LK (WHILE CROUCHING)L |
4 | 3 | 6 | 4 | 0 | 4 | 0 | V | 2020 | 7070 | 0 / 20 | Low | |||
Crouching MK (WHILE CROUCHING)M |
9 | 2 | 18 | 0 | -3 | 9 | 6 | V | 6060 | 100100 | 0 / 30 | Low | |||
Crouching HK (WHILE CROUCHING)H |
11 | 2 | 24 | D | -12 | D | 4 | V | 100100 | 150150 | 0 / 50 | Low |
Triggers Crush Counter (D) |
||
Jumping LP (DURING JUMP)L |
4 | 5 | 4040 | 7070 | 0 / 20 | Mid | |||||||||
Jumping MP (DURING JUMP)M |
5 | 7 | 7070 | 100100 | 0 / 30 | Mid | |||||||||
Jumping HP (DURING JUMP)H |
8 | 3 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Jumping LK (DURING JUMP)L |
4 | 5 | 4040 | 7070 | 0 / 20 | Mid |
Can cross-up |
||||||||
Jumping MK (DURING JUMP)M |
6 | 6 | 7070 | 100100 | 0 / 30 | Mid | |||||||||
Jumping HK (DURING JUMP)H |
9 | 5 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Unique Attacks | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Flying Cross Chop (DURING FORWARD JUMP)+H |
14 | 16 | 15 frames after hit landing 35 frames after block or miss landing | 8 | 9090 | 150150 | 0 / 50 | Mid | |||||||
Chop +M |
22 | 2 | 18 | 1 | -8 | 6060 | 100100 | 0 / 30 | Mid | ||||||
Lariat +H |
11 | 4 | 16 | 7 | 3 | 18 | 15 | SCAV | 8080 | 150150 | 0 / 50 | High |
Triggers Crush Counter (+15F) Forces stand |
||
Normal Throws | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Face-Crush Chop (CLOSE TO OPPONENT)OR+L L |
5 | 3 | 17 | 120120 | 120120 | 0 / 70 | Throw | ||||||||
Leg Tomahawk (CLOSE TO OPPONENT)+L L |
5 | 3 | 17 | 160160 | 200200 | 0 / 100 | Throw | ||||||||
V-System | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Overhaul M M |
52 total frames | V-Gauge 30 / 0 |
Physical attacks gain Hard Hit property +5F advantage on Hard Hit, +3F advantage for Crush Counter moves |
||||||||||||
Rage Shift H H |
1 | 5 | V-Gauge -600 / 0 |
V-Gauge Timer + 1700F While active, Alex gains the special move Sledge Hammer |
|||||||||||
Big Boot (DURING GUARD)+LMH |
17 | 2 | 23 | D | -2 | 6060 | 00 | V-Gauge -300 / 0 | High |
1F - 30F attack & projectile invincibility Recover 200 stun upon activation |
|||||
Special Moves | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
L Flash Chop +L |
12 | 3 | 20 | 2 | -4 | CA | 7070 | 150150 | 10 / 30 | High | ○ | ||||
M Flash Chop +M |
18 | 3 | 19 | 3 | -4 | CA | 8080 | 150150 | 10 / 30 | High | ○ | ||||
H Flash Chop +H |
25 | 3 | 21 | 2 | -4 | CA | 100100 | 150150 | 10 / 30 | High | ○ | ||||
EX Flash Chop + |
11 | 5 | 19 | D | -2 | VS | 140140 * |
200200 * |
-300 / 0 | High | ○ | ||||
L Slash Elbow +L |
16 | 5 | 22 | 3 | -2 | CA | 8080 | 200200 | 10 / 30 | High | |||||
M Slash Elbow +M |
19 | 5 | 22 | D | -6 | CA | 9090 | 200200 | 10 / 30 | High | |||||
H Slash Elbow +H |
24 | 5 | 19 | D | -7 | CA | 100100 | 150150 | 10 / 30 | High | |||||
EX Slash Elbow + |
14 | 3 | 29 | D | -17 | VS | 150150 * |
200200 * |
-300 / 0 | High |
First hit only forces stand Startup frames for when in close contact Armor from 3F until attack startup |
||||
L Air Knee Smash +L |
6 | 8 | 21+17 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 5F - |
Will not hit grounded opponents |
|||||
M Air Knee Smash +M |
9 | 10 | 19+23 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 8F - |
Will not hit grounded opponents |
|||||
H Air Knee Smash +H |
11 | 10 | 19+25 frame(s) after landing | D | 130130 * |
200200 | 20 / 50 | High | 10F - |
Will not hit grounded opponents |
|||||
EX Air Knee Smash + |
6 | 8 | 21+27 frame(s) after landing | D | 140140 * |
200200 | -300 / 0 | High | 5F - |
Will not hit crouching opponents 5F - 13F projectile invincibility 5F - 13F invincible to mid-air attacks |
|||||
L Air Stampede +L |
27 | 3 | 17 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 10F - | |||||
M Air Stampede +M |
30 | 3 | 21 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 13F - | |||||
H Air Stampede +H |
33 | 3 | 22 | D | -5 | 120120 | 200200 | 20 / 40 | Mid | 16F - | |||||
EX Air Stampede + |
29 | 3 | 18 | D | 2 | VS | 140140 | 200200 | -300 / 0 | Mid | 14F - |
1F - 30F projectile invincibility Movement distance can be controlled with left/right directional input |
|||
L Head Crush +L |
36 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 7F - | Forward movement distance can be controlled with directional input | |||||
M Head Crush +M |
40 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 12F - | Forward movement distance can be controlled with directional input | |||||
H Head Crush +H |
44 | 2 | 30 | 4 | 160160 | 250250 | 20 / 50 | Throw | 15F - | Forward movement distance can be controlled with directional input | |||||
EX Head Crush + |
30 | 2 | 50 | 4 | 180180 | 300300 | -300 / 0 | Throw | 5F - |
1F - 4F throw invincibility Forward movement distance can be controlled with directional input |
|||||
L Power Bomb +L |
6 | 2 | 60 | D | 170170 | 200200 | 20 / 80 | Throw | |||||||
M Power Bomb +M |
6 | 2 | 60 | D | 180180 | 230230 | 20 / 80 | Throw | |||||||
H Power Bomb +H |
6 | 2 | 60 | D | 190190 | 250250 | 20 / 80 | Throw | |||||||
EX Power Bomb + |
5 | 2 | 60 | D | 230230 | 250250 | -300 / 0 | Throw | |||||||
Power Drop (ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+ |
5 | 2 | 52 | D | 140140 | 250250 | 20 / 80 | Throw | |||||||
EX Power Drop (ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+ |
5 | 2 | 52 | D | 200200 * |
300300 * |
-300 / 0 | Throw | |||||||
VSledge Hammer (Parry) H H |
2 | 12 | 23 | 20 / 0 |
Uses 100F V-Gauge Timer Regain 200F V-Gauge timer upon a successful counter Upon successful parry, 18F of unique hit stop During hit stop and while active, can be canceled into Sledge Hammer again |
||||||||||
VSledge Hammer (Attack) H H |
20 | 2 | 29 | 5(*-1) | -12 | 8080 | 150 (*100)150 * |
0 / 40 | High |
Uses 400F V-Gauge Timer *Value when side-switching doesn't happen |
|||||
VSledge Hammer (Charge Attack) H H (HOLD BUTTONS) |
68 | 2 | 25 | 11(*D) | GB+4 | 130130 | 200 (*150)200 * |
0 / 40 | High |
Uses 400F V-Gauge Timer V-Gauge Timer is used during attack startup *Value when side-switching doesn't happen |
|||||
Critical Art | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Heavy Hammer + |
1+4 | 2 | D | 340340 | 00 | -900 / 0 | High | ○ |
1F - 6F full invincibility |
||||||
Heavy Hammer (1st Hit Blocked or Miss) + |
5 | 46 | D | -25 | 230230 * |
00 | -900 / 0 | High | ○ |